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Bullet collision in interior meshes.

Posted: Tue Nov 03, 2009 12:50 am
by The Nasal Abyss
Alright, my newest map contains a lot of interior work, and I prefer to use single polygons to make interiors, instead of making them out of boxes. Think Hoth caves and Tantive IV.

Sure, I got them in-game alright, and my player collides with them fine, but whenever i fire a bullet at the walls, i can't see the sparks or impact effects.

I'm almost sure it comes from shrinking the collision model down the Mav mentions here:

Code: Select all

If it doesn't have colision though, apparently, all you need to do is make a duplicate of the object, size it down a little bit, and invert polygons by going to modify on the side bar, clicking poly.mesh, and choosing invert polygons 2/3 the way from the bottom.
When you just make a box an invert the polygons, your player doesn't collide with them. So the process involves making a mesh and texturing it, then duplicating it and making it a little smaller and inverting those polygons. Then you get a hallway or room that a player collides with (bullets too) but whenever I shoot the wall, I don't see the impact effects.

I know its a little thing, but I'm a perfectionist, and I don't settle right with "little" things like this.

Also, if anyone knows an easier (and better, and faster) way to makeing interiors one polygon thick without hex-editing (I'm also using MeshEx) it would be very welcome.

Re: Bullet collision in interior meshes.

Posted: Tue Nov 03, 2009 1:20 am
by FragMe!
When you throw a grenade or detpack at the wall does it bounce or stick or does it go right through? What you could try, and I know it is suppose to do this on export, but try and triangulate your model prior to export. I am of course assuming you are using xsi.

Re: Bullet collision in interior meshes.

Posted: Tue Nov 03, 2009 4:02 am
by Maveritchell
The Nasal Abyss wrote:I'm almost sure it comes from shrinking the collision model down the Mav mentions here:

Code: Select all

If it doesn't have colision though, apparently, all you need to do is make a duplicate of the object, size it down a little bit, and invert polygons by going to modify on the side bar, clicking poly.mesh, and choosing invert polygons 2/3 the way from the bottom.
When did I say this and where? That doesn't sound like me.

Re: Bullet collision in interior meshes.

Posted: Tue Nov 03, 2009 6:03 pm
by The Nasal Abyss
Maveritchell wrote:
The Nasal Abyss wrote:I'm almost sure it comes from shrinking the collision model down the Mav mentions here:

Code: Select all

If it doesn't have colision though, apparently, all you need to do is make a duplicate of the object, size it down a little bit, and invert polygons by going to modify on the side bar, clicking poly.mesh, and choosing invert polygons 2/3 the way from the bottom.
When did I say this and where? That doesn't sound like me.
I really don't remember who it was, it was kind of wrong for me to assume it was you. In my modding notes folder, I have a document on making interiors like this, and I actually remember you saying stuff about hex editing dual-sided transparency in the first part, but this second part my not have been you. Sorry for any confusion.
FragMe! wrote:When you throw a grenade or detpack at the wall does it bounce or stick or does it go right through? What you could try, and I know it is suppose to do this on export, but try and triangulate your model prior to export. I am of course assuming you are using xsi.
I am using XSI (with MeshEx) and when I threw a det-pack a the wall it stuck fine. Grenades bounced off of it too. But I did go into free cam and look at the other side of the wall while I shot it from the inside, and I discovered that the sparks and stuff are showing up on the other side.

Does your suggestion about triangulating before exporting still stand, or should I try something else?

Re: Bullet collision in interior meshes.

Posted: Wed Nov 04, 2009 1:07 pm
by DarthD.U.C.K.
thats weird, when everything but the bullets works and you dont fall through the ground, you have a "proper" collision
you dont have to invert the collisionpolys when the polys of the original model are already pointing inwards
how did you call the collision? maybe VM doesnt recognizes it and makes its own (incorrect) one